R.O.B. vs Zelda

Zelda Matchup (R.O.B.)

R.O.B. vs Zelda

R.O.B. vs Zelda is most stable when R.O.B. cuts off Phantom setup with gyro and laser, punishes Jab, Up Tilt, Dash Attack, Neutral B, Up B, and Down B on block, and cashes out with landing traps and ledge pressure.

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Matchup Summary (Win Condition and Game Plan)

R.O.B. should not sit back and let Zelda finish Phantom and Din’s Fire patterns for free; use gyro and laser to interrupt the setup window and force Zelda to jump, shield, or swing before she is comfortable.
In R.O.B. vs Zelda, Zelda becomes much more dangerous once the setup and anti-air structure is already in place, but her raw mobility is still limited, so R.O.B. does best by holding center stage and converting every opening into repeated landing traps and ledge pressure.
The table shows that Zelda’s Jab, Up Tilt, Down Tilt, Dash Attack, Neutral B, Up B, and Down B can be answered by R.O.B.’s OOS Fair (9f), Grab (10f), OOS Uair (10f), and Up Smash (10f), so those close-range reversals should not go unpunished.
At the same time, Forward Air, Back Air, Up Air, and Down Air are much harder to challenge directly after shield, and chasing Farore’s Wind too deep can hand the position back, so prioritize covering the reappearance, the ledge, and the next landing instead of forcing an offstage guess.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldR.O.B. OOS Candidate MovesBarely Missed Moves
Rapid Jab4/6/8/10…
Rapid Jab Finisher6-32
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (10f)
  • OOS Nair (17f)
  • OOS Bair (22f)
  • OOS Dair (23f)
Jab4/7-13
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (10f)
Forward Tilt12-13/-10
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (10f)
Up Tilt7-15
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (10f)
  • OOS Nair (+2)
Down Tilt5-10
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (10f)
Dash Attack6-18
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (10f)
  • OOS Nair (17f)
Forward Smash16/18/20/22/24-16
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (10f)
  • OOS Nair (+1)
Up Smash9/13/17/21/25/29/34-25
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (10f)
  • OOS Nair (17f)
  • OOS Bair (22f)
  • OOS Dair (23f)
Down Smash5/13-24/-17
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (10f)
  • OOS Nair (17f)
Neutral Air6/10/14/18/22-10/-9
  • OOS Fair (9f)
  • Grab (+1)
  • OOS Uair (+1)
  • Up Smash (+1)
Forward Air6-8/-12
  • None
  • OOS Fair (+1)
  • Grab (+2)
  • OOS Uair (+2)
  • Up Smash (+2)
Back Air6-8/-12
  • None
  • OOS Fair (+1)
  • Grab (+2)
  • OOS Uair (+2)
  • Up Smash (+2)
Up Air14-6/-8
  • None
  • OOS Fair (+3)
Down Air14-6/-9
  • None
  • OOS Fair (+3)
Neutral B11…-25
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (10f)
  • OOS Nair (17f)
  • OOS Bair (22f)
  • OOS Dair (23f)
Side B44—70-18 to -10
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (10f)
Up B6/35-29 (ground) // -19 (air)
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (10f)
  • OOS Nair (17f)
  • OOS Bair (+3)
Down B26/32/38/46/59-127-19 to -15
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (10f)
  • OOS Nair (+2)
Grab10
Dash Grab13
Pivot Grab14

Win Condition Checklist

  • R.O.B. should use gyro and laser to cut off Phantom setup and make Zelda act before the anti-air wall is fully established.
  • After R.O.B. blocks Zelda’s Jab, Up Tilt, Down Tilt, Dash Attack, Neutral B, Up B, or Down B, answer immediately with the reachable option from OOS Fair (9f), Grab (10f), OOS Uair (10f), and Up Smash (10f).
  • R.O.B. should keep juggling with uair and gyro control so Zelda’s low mobility turns into repeated ledge and landing checks instead of a reset to neutral.
  • R.O.B. should cover the reappearance and landing after Farore’s Wind from stage control rather than overchasing below the ledge.

Actions to Avoid

  • Waiting for Zelda to finish setup and trying to play only after Phantom and Din’s Fire are already active.
  • Letting punishable Jab, Up Tilt, Down Tilt, Dash Attack, Neutral B, Up B, and Down B go by without taking the guaranteed shield punish.
  • Jumping carelessly into lightning kick and Nayru’s Love ranges and giving Zelda the high-damage anti-air she wants.
  • Chasing Farore’s Wind too far offstage and giving up center stage or getting reversed on the way back.

Reference Links

Related Pages